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Getting Convinience Factory Error on load.

[object Object]
With object NotreDameClockPointers (Game.Prefabs.StaticObjectPrefab)

Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, Object, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception, Object)
Colossal.Logging.UnityLogger:ErrorFormat(Object, String, Object, Object, Object)
Game.Prefabs.PrefabSystem:AddPrefab(PrefabBase, String, PrefabBase, ComponentBase)
Game.Prefabs.PrefabInitializeSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.Prefabs.PrefabSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.SceneFlow.GameManager:UpdateWorld()
Game.SceneFlow.GameManager:Update()


1734792025618.png
 
Getting this now ..

[object Object]
NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityComponentStore.Exists (Unity.Entities.Entity entity) [0x00007] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityComponentStore.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00000] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityDataAccess.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00006] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityManager.HasComponent[T] (Unity.Entities.Entity entity) [0x0000c] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Colossal.Entities.EntitiesExtensions.TryGetComponent[T] (Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity, T& component) [0x00000] in <9a4406af998048e0a03ecf8859a30ddf>:0
at IndustriesExtended.Systems.TestQuery.DoTesting () [0x002ca] in D:Games-ModdingCS2MyModscs2-industries-extended-dlcCodeSystemsTestQuery.cs:180
at IndustriesExtended.SceneExplorerUISystem.OnToggleSceneExplorerTool (Game.Input.ProxyAction proxyAction, UnityEngine.InputSystem.InputActionPhase inputActionPhase) [0x00005] in D:Games-ModdingCS2MyModscs2-industries-extended-dlcCodeSceneExplorerUISystem.cs:56
at Game.Input.ProxyAction.SourceOnPerformed (UnityEngine.InputSystem.InputAction+CallbackContext context) [0x0000a] in <407a0a0b0b484732bd578acd1adf3d7c>:0
at UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) [0x0001b] in <e430036d498b4aa4a1c14a694793e3b6>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(CallbackArray`1&, CallbackContext, String, Object)
UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, CallbackArray`1&, String)
UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&)
UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase)
UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32)
UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr)
UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64)
UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*)
UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr)
UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType)
UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
 
Virtual texturing: Created a 329MB VT cache, sizes 16368x8448x2(2 mips), format BC7
Virtual texturing: Created a 649MB VT cache, sizes 16368x11088x3(2 mips), format BC7
[Modding] [WARN] Assembly "Colossal.PSI.Common.dll" is in-game assembly and it should NOT be shipped with mod "Industries Extended "
0x00007ffb7b21edbd (UnityPlayer) UnityMain
0x00007ffb7b21eb38 (UnityPlayer) UnityMain
0x00007ffb7b205539 (UnityPlayer) UnityMain
0x00007ffb7b8a3cb1 (UnityPlayer) UnityMain
0x00007ffb7a88aca5 (UnityPlayer)
0x000002099a1afe53 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x000002099a1afd6b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x0000020998c57a1a (Mono JIT Code) Colossal.Logging.CustomLogHandler:postProcessFormat (UnityEngine.LogType,Colossal.Logging.Level,UnityEngine.Object,string,Colossal.Logging.ILog,System.Exception)
0x0000020998c5717b (Mono JIT Code) Colossal.Logging.CustomLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x0000020998c56e41 (Mono JIT Code) UnityEngine.Logger:LogFormat (UnityEngine.LogType,string,object[])
0x0000020998c567fd (Mono JIT Code) Colossal.Logging.UnityLogger:Log (Colossal.Logging.Level,string,System.Exception)
0x00000209b52694e3 (Mono JIT Code) Colossal.Logging.UnityLogger:WarnFormat (string,object,object)
0x00000209b5260639 (Mono JIT Code) Colossal.IO.AssetDatabase.ExecutableAsset:GetModAssets (System.Type)
0x00000209b509ebdb (Mono JIT Code) Game.Modding.ModManager:RegisterMods ()
0x00000209b509d3db (Mono JIT Code) Game.Modding.ModManager:Initialize (Game.UpdateSystem)
0x0000020a80bde31b (Mono JIT Code) Game.SceneFlow.GameManager:InitializeModManager (bool)
0x0000020b63abdf53 (Mono JIT Code) Game.SceneFlow.GameManager/<>c__DisplayClass107_1/<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext ()
0x0000020b63abd32b (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start<Game.SceneFlow.GameManager/<>c__DisplayClass107_1/<<RegisterPdxSdk>g__RegisterDatabase|9>d> (Game.SceneFlow.GameManager/<>c__DisplayClass107_1/<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
0x0000020b63abd1eb (Mono JIT Code) Game.SceneFlow.GameManager/<>c__DisplayClass107_1:<RegisterPdxSdk>g__RegisterDatabase|9 ()
0x0000020a0ea738f3 (Mono JIT Code) Game.SceneFlow.GameManager/<>c__DisplayClass107_1/<<RegisterPdxSdk>b__4>d:MoveNext ()
0x000002099a19d112 (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
0x0000020999c80c3e (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020999c8078b (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x000002099a19cfcb (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
0x00000209bd7b58aa (Mono JIT Code) System.Threading.Tasks.AwaitTaskContinuation:InvokeAction (object)
0x000002099a1a11a5 (Mono JIT Code) System.Threading.Tasks.AwaitTaskContinuation:RunCallback (System.Threading.ContextCallback,object,System.Threading.Tasks.Task&)
0x000002099a1a1003 (Mono JIT Code) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run (System.Threading.Tasks.Task,bool)
0x000002099a19bb57 (Mono JIT Code) System.Threading.Tasks.Task:FinishContinuations ()
0x000002099a19af63 (Mono JIT Code) System.Threading.Tasks.Task:FinishStageThree ()
0x000002099a19ad43 (Mono JIT Code) System.Threading.Tasks.Task`1<System.Threading.Tasks.VoidTaskResult>:TrySetResult (System.Threading.Tasks.VoidTaskResult)
0x000002099a1a00b3 (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Threading.Tasks.VoidTaskResult>:SetResult (System.Threading.Tasks.VoidTaskResult)
0x000002099a18f193 (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Threading.Tasks.VoidTaskResult>:SetResult (System.Threading.Tasks.Task`1<System.Threading.Tasks.VoidTaskResult>)
0x000002099a18f0eb (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult ()
0x0000020a0ea74643 (Mono JIT Code) Colossal.PSI.PdxSdk.PdxSdkPlatform/<SyncMods>d__153:MoveNext ()
0x000002099a19d112 (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
0x0000020999c80c3e (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020999c8078b (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x000002099a19cfcb (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
0x000002099d84495a (Mono JIT Code) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
0x000002099d8447d4 (Mono JIT Code) UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
0x000002099d843cc3 (Mono JIT Code) UnityEngine.UnitySynchronizationContext:Exec ()
0x000002099d843abb (Mono JIT Code) UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
0x000002088f331575 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007ffb79f44c2e (mono-2.0-bdwgc) mono_jit_set_domain
0x00007ffb79e7d254 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007ffb79e7d3cc (mono-2.0-bdwgc) mono_runtime_invoke
0x00007ffb7b02b569 (UnityPlayer) UnityMain
0x00007ffb7addd227 (UnityPlayer)
0x00007ffb7adcc4d8 (UnityPlayer)
0x00007ffb7adcc6c4 (UnityPlayer)
0x00007ffb7adccbe2 (UnityPlayer)
0x00007ffb7b01e9db (UnityPlayer)
0x00007ffb7b0213ab (UnityPlayer)
0x00007ffb7b02470b (UnityPlayer)
0x00007ffb7b0249ab (UnityPlayer) UnityMain
0x00007ff7e0dc11f2 (Cities2)
0x00007ffbda6a257d (KERNEL32) BaseThreadInitThunk
0x00007ffbdb8aaa58 (ntdll) RtlUserThreadStart
 
Thank you for your work on this. I do have a question. Why does it always show: This Mod is not compatible with your game version even though you have it updated? Thank you in advance for your answer.
 
Thank you for your work. This is very helpful for my NYC inspired build. Would it be possible to add an efficiency booster for the extraction industries as well. Having big farms and oil fields doesn't really fit the NYC look. Thanks again for the mod.
 
Hello, I encounter this errors when I start the game after the latest upgrade
Anyway great mod, awesome features, occasional CTD when clicking on buildings but no big deal


[EXCEPTION] - [10:50:49,777] - (Player.log)
[Modding] [ERROR] Error initializing mod IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null (IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null) System.MissingMethodException: Method not found: void Colossal.UI.UISystem.AddHostLocation(string,string,bool)
at Game.Modding.ModManager+ModInfo_OnLoad (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem updateSystem)

[ERROR] - [10:49:43,106] - (Modding.log)
Error initializing mod IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null (IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null)
MissingMethodException: Method not found: void Colossal.UI.UISystem.AddHostLocation(string,string,bool)
at Game.Modding.ModManager+ModInfo_OnLoad (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem updateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__153:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(Boolean)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Colossal.PSI.PdxSdk.<IsLoggedIn>d__58:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
Hello, I encounter this errors when I start the game after the latest upgrade
Anyway great mod, awesome features, occasional CTD when clicking on buildings but no big deal


[EXCEPTION] - [10:50:49,777] - (Player.log)
[Modding] [ERROR] Error initializing mod IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null (IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null) System.MissingMethodException: Method not found: void Colossal.UI.UISystem.AddHostLocation(string,string,bool)
at Game.Modding.ModManager+ModInfo_OnLoad (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem updateSystem)

[ERROR] - [10:49:43,106] - (Modding.log)
Error initializing mod IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null (IndustriesExtended, Version=1.27.0.0, Culture=neutral, PublicKeyToken=null)
MissingMethodException: Method not found: void Colossal.UI.UISystem.AddHostLocation(string,string,bool)
at Game.Modding.ModManager+ModInfo_OnLoad (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem)
at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem updateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__153:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(Boolean)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Colossal.PSI.PdxSdk.<IsLoggedIn>d__58:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
Exactly the same here. Appreciate this mod a lot and am eagerly waiting for it to be updated.
 
May the following have to do with your mod or with another one? Any idea about it?

[ERROR] - [20:35:42,732] - (UI.log)
Trying to use a Disposed Response coui://ail/BuildingPrefab.Playground02.png on RespondWithFailure, which finished with state Failure
Colossal.UI.ResourceRequestData:LogSafeguardHit(String)
Colossal.UI.ResourceRequestData:RespondWithFailure(String)
Colossal.UI.DefaultResourceHandler:CheckForFailedRequest(RequestData)
Colossal.UI.<RequestResourceAsync>d__36:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[EXCEPTION] - [20:35:42,731] - (Player.log)
[TaskManager] [ERROR] Collection was modified; enumeration operation may not execute. System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.HashSet`1+Enumerator[T].MoveNext ()
at Colossal.IO.AssetDatabase.AssetDatabase+<GetAssets>d__89`1[T].MoveNext ()
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 ()
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 ()
at Colossal.TaskManager+TaskQueue.RunNextTask (System.String name)
 
May the following have to do with your mod or with another one? Any idea about it?
Hi there!

I can confirm that I am not using BuildingPrefab.Playground02 asset in my mod.

Today I had made several test to check compatibility with the game, and I didn't get any errors.

But it is almost impossible to validate the mod compatibility against other mods...

What this happen to me, I disabled all mod except the one I need to validate and enable one by one to load the combination of mod in the game and check.

Is time consuming, but there is no other way to check mods compatibilities against each other.
 
As of 24 March, this mod breaks everything else. I can get into my save just fine, but this mod is the only one active if i do. if I want to use any other mod, i need to disable this one.